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Name : Helen Wright
Race : Caucasian
Age : 15
Sex : F
History : Only child of Abe Wright and Sophie Wright(Sophie brown being a minor NERV employee) both deceased in what has been determined a murder suicide when she was age 9. She was the first to discover the scene and went about continuing to go to school for at least a week before a teacher suspected neglect and Child services was sent to investigate. It is unknown if there was any abuse in the household before the incident but it is assumed. General trouble in adjusting to any foster care home she was assigned to. Has a history of getting into fights, breaking curfew, shoplifting, and trespassing.

Vitals

name

at

max

Wounds

11

11

EGO

100

100

Fate

3

3

Insanity

8

100

Fatigue Level

none

Attribute

Name

Rating

Bonus

Weapon Skill

32-3 (29)

2

Ballistic Skill

36

3

Strength

26

2

Toughness

24

2

Agility

35

3

Intelligence

30+5

3

Perception

29

2

Willpower

39

3

Fellowship

34

3

Synch Ratio

61+10

7

Skills

Name

Status

Rating

Bonus

governing attribute

Awareness

Basic

14

+0

Perception

Barter

Basic

?

+0

?

Charm

Trained

34

+0

Fellowship

Carouse

Basic

?

+0

?

Climb

Basic

?

+0

?

Concealment

Basic

17

+0

Agility?

Contortionist

Basic

17

+0

Agility?

Dodge

Basic

17

+0

Agility

Deceive

Trained

34

+0

Fellowship

Disguise

Basic

?

+0

?

Evaluate

Basic

14

+0

Perception

Gamble

Basic

?

+0

?

Inquiry

Basic

?

+0

?

Intimidate

Basic

?

+0

?

Speak language (English)

Trained

30

+0

Intelligence

Literacy

Trained

30

+0

intelligence

Logic

Basic

15

+ 0

Intelligence

Lore (Pop)

Trained

35

+0

intelligence

Lore (Local)

Trained

35

+0

intelligence

Scrutiny

Basic

?

+0

Intelligence

Search

Basic

14

+0

Perception?

Silent Move

Basic

17

+0

Agility?

Swim

Basic

?

+0

?

Background

Positive traits

A10 sensitive

+5 synch ratio

Synch Flux

Whenever you roll for Synch Disruption, roll an extra 1d10. Unlike the normal Synch Disruption, you may choose whether this 1d10 in specific is positive or negative, and apply it to your Synch Ratio at the same time as the normal Synch Disruption.

Negative traits

Open Mind

You are easily disturbed and distracted by the foreign sensations flooding your nervous system from your Evangelion. Take a -10 to resist Feedback.

Untrained Eye

You lack the combat training of your fellow Pilots, and miss openings in the enemy’s defense that are obvious to them. Take a -3 to either WS or BS. (WS taken)

Path

A.T. TECHNICIAN

A.T. MAGICIAN

Creation

Talent Name

Cost

Effect

Skill proficiency (Charm)

N/A

Proficient in Charm

Melee Weapon Training(general)

N/A

Proficient in general melee weapons

A.T. Power(Deflective Field)

N/A

Access to A.T.Power Deflective Field

A.T. Power(Neutralize)

N/A

Access to A.T. Power Neutralize

Biological Upgrade

N/A

one BU point

Structural Upgrade

N/A

one SU point

Gifted (willpower)

200

May buy attribute at a lower price

Inteligence (simple)

100

+5 intelligence

A.T. Power (AT push)

100

Gain A.T. Power (AT Push)

Rank one

Attribute Synch (simple)

100 EXP

+ 5 Synch Ratio

A.T. Power (AT Wave)

100 EXP

Gain A.T. Power (AT Push)

Assets

Name

Value

Effect

Troublemaker

200

Raised without proper discipline, you spent you younger years constantly getting in trouble. And you got good at it. Troublemakers gain the following: Street Skill: Become trained in any two of the following: Concealment, Deceive, Gamble, Silent Move or Sleight of Hand. Trouble with Authority: Anyone in a position of apparent authority over your character takes a -20 to their Command or Charm skill tests to coerce you in any way. Intimidate works just fine, though.

Thrill Seeker

100

Your character is undaunted in the face of danger and the unknown. Whenever you spend a Fate Point in situations where you are outmatched or performing some dangerous feat of exceptional bravery, roll a d10. On a roll of 9, the fate point is not spent. This applies to conditional Fate Points as well.

Gifted (Willpower)

200

<will fill out later>

Drawbacks

Name

Value

Effect

Dependent

200

Your sense of self worth is overly influenced by the opinions of others. Choose one person. If their opinion of you is ever negative, take a -10 to all rolls for 1d5 hours and choose a new person to become dependent on.

Damaged Goods

100

Your character has suffered some sort of massive trauma in the past and never fully recovered. Begin play with 1d5+5 insanity points. ((8))

Short Fuse

100

Your Character has a hard time controlling himself when he gets angry. When confronted or otherwise stressed and agitated, you must pass a Willpower test or fly into a rage either yelling at the source of your anger or trashing the surrounding environment. Punching someone in the face might also be appropriate, if ill advised.

Designations and Design

Line

Special Production unit

Number

02

Primary color

Dark Red

Secondary color

Dark Grey

Statistics

Skill

Rating

Bonus

WS

15+29+3 (37)

3

BS

15+36 (51)

5

S

30+3 (33)

3

T

30+10 (40)

4

AG

0+35+5 (40)

4

Body

name

armor current

armor max

wounds current

wounds max

Head

2

2

4

4

R.ARM

2

2

6

6

L.ARM

2

2

6

6

BODY

4

4

11

11

R.LEG

2

2

6

6

L.LEG

2

2

6

6

Unique traits

Soul

Skittish

Like a wild animal, the Evangelion shies away from danger. The Evangelions Agility increases by 5. When Berserk, the Evangelion will immediately disengage from melee for 1 round after receiving critical damage.

Mutation

Unrestrained Jaw

The Evangelion begins play capable of performing a 1d5+1 R bite attack.

Predatory

As Unrestrained Jaw, but the Eva gains a +3 to Weapon Skill and a +3 to Strength as well.

Construction

Leg Pistons

The Evangelion has high pressure support systems on its legs, driving its feet into the ground with extra force. Whenever the Eva takes the run action, treat its Ag as if it were 2 higher.

History

Mysterious Source

The Evangelion wasn't built by a country, but rather by an unidentified organization. While it contains several unidentified small machines attached to key systems that worry the engineering team, it starts with a free SUP. It’s trustworthy enough to use, for now

Session one: Welcome to the new world. See new places, meet other pilots.
No EXP
Session two: Check out the club, meet new pilot. Almost get killed.
100 EXP
Trama causes more SR potential to emerge.
Session three: Learn about test plugs and do third impact session
100 EXP
Session four : Leave on a ship spend time talking.
No EXP
Session five: spend time training with instructor, spend time eating with Johann, and got attacked by strange not angel.
300 EXP
Helen begins to learn the value of dodging.
Helen studies up more on rifle training starting to take it seriously.